Yeah, the million point runs is something I was aware of during development, and tried to balance them out throughout, but I didn’t want to like, ruin the fun and cap off upgrades early. And also, I’m a big fan of game-breaking runs in roguelikes, so I definitely didn’t want to completely get rid of it, haha. Had I had more time, I think I would have made the good upgrades (projectiles, firerate) a bit rarer, just so it would be rarer to get lucky and have a winning run right from the start.
Thank you a ton for your in-depth review!